Question

I've heard about data driven design and have been researching about it for a while. So, I've read several articles to get the concepts.

One of the article is Data Driven Design written by Kyle Wilson. As he described, it seems to me that the application code (i.e. the code for controlling resources such as memory, network...) and the game logic code should be separated, and the game logic code should be driven by external data sources. At this point, I can imagine that the developer would write some sort of game editor which accepts external data about in-game objects (such as character information, weapon information, map information...). The scenario design will be scripted by custom language/tool written by programmer to let the game designer create interaction between in game objects. The game designer will either use an existing/custom scripting language to write script for the game, or drag and drop tool to create game world. Example of tool approach I can think of is World Editor, which usually packaged along with Bliizard's games.

However, another article is against the use of Data Driven Design, The Case Against Data Driven Design. The author suggests to not let the game design driven by data, because it would take more time to develop a game, since the game designer has the burden of programming. Instead, there will be a game programmer to program the game freely from the sketch design, and is verified by the game designer after the game programming is finished. He calls this is programmer driven. What I think of this method is similar to the way I used to do: The game logic is the application itself, as apposed to the above idea, the application is the game editor, and the actual game is designed based on the tool.

To me, the first method seems to be more reasonable, since game components can be reused for many projects. With the second method which opposes data driven design, the game code belongs to that game only. This is why I think Warcraft has so many game genres in it, such as the original Warcraft and various custom maps, and one of the most famous: DOTA which actually defines a new genre. For this reason, I heard people call the World Editor is the game engine. Is this true how a game engine should be?

So, after all of this, I just want to verify that is there any flaw in my understanding about these ideas (data driven, programmer drive, scripting etc...)?

No correct solution

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